I like the new rules. One thing I would add would be that each of them also has listed in their Skill Bonus section "Profession" for the chosen profession; i.e.: Dock Workers would gain a +1 to Profession (Dock Worker).
Optionally, one could rule that Workers gain an additional +1 with their profession every 3rd level (3, 6, 9, 12, 15, 18) or 4th level (4, 8, 12, 16, 20). This has the added advantage of giving the Worker Class something to look forward to above 6th level (not much, but something).
If you do not like the idea of granting a +1 to the Profession skill every 3 or 4 levels, you could do this instead: add Profession skill to the profession (it should still be there), and then every 3 or 4 levels, allow them to add +1 (or perhaps +2?) to any one of the skills in their Skill Bonus section... thus, you can have workers that would focus on the ins-and-outs of their profession (taking bonuses on the profession skill itself), and others that work on individual facets of their chosen profession.
Either way...
Oh... and I have a possible additional profession I would like to suggest:
RELIGIOUS LEADER
These men and women of faith have many titles they operate under: Abbots, Deacons, Ministers, Monks (Brothers), Priests, and so on. They administer to the faith and spiritual well being of those they are near. Some are teachers, while others seek only to learn of the manay faces of God.
Worker Class: White Collar
Salary Modifier: x1.0 (however, many will have a vow of poverty, meaning they will donate much of their earnings to thier church body)
Skill Bonuses: Profession (Religious Leader), and any two of the following skills: Concentration, Diplomacy, Gather Information, Knowledge (any; may be selected twice), Perform, Sense Motive.
Other Bonuses: Religious Leaders can have a dramatic impact on the emotional state and actions of those around them. As an opposed check (Religious Leader's Profession skill versus target's Will save), the Religious Leader may make a suggestion. This requires at least ten minutes of communication to be effective. If successful, the Religious Leader influences the actions of the target by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. A very reasonable suggestion causes the save to be made with a penalty (such as -1, -2, etc.), while unreasonable suggestions cause the save to made at a bonus (such as +1, +2, etc.) at the discretion of the Game Master.
Expert Level: When a Religious Leader reaches expert level, their ability to influeince people has grown considerably. With at least an hour of communication, the Religious Leader may use their suggestion ability on all those within earshot, to a maximum of 1 person per rank in Profession (Religious Leader).